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Got a high score of 430, not sure I'll be able to do better.
The weapon switching was pretty unintiutive. I didn't realize I even had other weapons at first and just stuck with the basic.

One-hit kills make it WAY too difficult, especially when contacting an enemy hits you, and they can also shoot sideways as you try to dodge.

I get that you're running down the side of the building, I think there was a missed opportunity to have your character run around the edges instead of always on the same face of the building. 

I like the character design and the theme interpretation was pretty good.

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Thank you for your feedback!

I am thinking of rebalancing the progression, with less enemies at first, then boss fights that give the opportunity to collect one of the weapons or unlock armor drops (with one item removing touch damage).

About changing faces, it would require for the various faces to offer something different. And also introduce obstacles to force the player to switch, and that might increase the difficulty even more. Or what do you see that the benefit would be? The way the game is set up, I would have to practically rewrite most of the game, so I am not sure if that's in the cards.... except if it makes the game a loooot better.

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(9 months later) I wanted to thank you, because you were the push I needed to make the game an actual free-fall with the possibility to navigate around the building.

Now that I implemented it, the game has a rather unique proposition, despite being a bit rough around the edges:


  • looking behind inverts the view relative to the movements, I solved that by adding a monster that instantly kills the player when it occurs.


  • I kept the one-hit kill philosophy, but with the possibility to gain shields after some boss fights. I thought it would be alright for such a short game, but there have been other complaints about it, so I will be more mindful of that when planning my next game.


The game is better but I still have much to learn.